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Made in us
Humming Great Unclean One of Nurgle





In My Lab

So, currently, Nurgle Daemons are a somewhat slow (though they can go fast, with the right units or buffs), pretty reasonably durable and punchy force with moderate psychic powers and shooting that's basically nonexistent.

I kinda want to do a rewrite of them, with the following goals in order of importance:

1) They should be durable. It should be freaking HARD to put down Nurgle Daemons-not impossible, but it should be tough.
2) They should have reasonable melee damage. Not supreme-they're too durable to be as killy as Khorne, for instance-but they should be able to do respectable melee damage.
3) They should have moderate psychic capabilities (as befits a Daemon army) and they should have shooting that, while low-impact in terms of damage, inflicts debuffs of varying natures to help them kill or survive.

Number One is mostly good already.
Number Two is mostly good already.
Number Three Psychic is mostly good already, but Number Three Shooting is NOT.

To that end, I would like you to gaze upon a few new unit ideas.

Spoiler:
Hivekeeper-Elite, 30 PPM, 1 PL per Model, Unit Size 3-9

Move.......4"
WS..........4+
BS...........4+
S.............4
T..............4
W............3
A.............2
Ld...........8
Sv...........6+

Weapons

-Nauseating Flies-
Range.....30"
Type........Heavy 2
S.............3
AP...........-1
D.............1
For each successful hit made against an enemy unit, the maximum range of all their ranged weapons is reduced by 6" until the start of the attacker's next shooting phase, to a minimum of 6" maximum range. TITANIC units instead have their ranges reduced by 3".

-Hivekeeper Whip (Ranged)-
Range.....6"
Type........Pistol 2
S.............+1
AP...........-1
D.............1

-Hivekeeper Whip (Melee)-
Range.....Melee
Type........Melee
S.............+1
AP...........-1
D.............1

Abilities
Disgustingly Resilient
Daemonic

Keywords
Infantry, Plaguebearer, Hivekeeper

Faction Keywords
Chaos, Daemon, Nurgle
___________________________________________________________________________

Hivekeepers are bloated Plaguebearers, fused with a hive of Daemonic stinging flies. They send out their minions to distract and pester the enemy, so that their faster brethren may close in and secure the kill.


Spoiler:
Rot Launcher-Heavy Support, 100 Points, 5 PL, unit size 1-3

Move.......3"
WS..........5+
BS...........4+
S.............4
T..............6
W............8
A.............3
Ld...........7
Sv...........6+

Weapons

-Attendants' Plagueswords-
Range.....Melee
Type........Melee
S.............User
AP...........0
D.............1
You may reroll wound rolls with this weapon. This weapon makes an additional four attacks whenever this model fights, and no more than four attacks can be made with this weapon.

-Lashing Tongue-
Range.....Melee
Type........Melee
S.............+2
AP...........-1
D.............2

-Rot Catapult-
Range.....48"
Type........Heavy 2d3
S.............+1
AP...........-2
D.............1
Blast. Any unit that suffers damage from this weapon has their Toughness reduced by 1 until the start of the attacker's next shooting phase-this cannot stack with itself.

Abilities
Disgustingly Resilient
Daemonic
Artillery Beasts-If more than one Rot Launcher is taken in a single slot, they must be deployed within 6" of at least one other Rot Launcher, but are from then on treated as separate units.

Keywords
Monster, Plaguebearer, Rot Launcher

Faction Keywords
Chaos, Daemon, Nurgle
___________________________________________________________________________

A Rot Launcher is a horrifically upsized Beast of Nurgle, who's lashing tongue is used both to eat nearby enemies and fling gobs of pestilence and filth that rot the very core of the enemy.


The Hivekeeper increases durability-a squad of 9 can comfortably reduce ranges by 54", though does cost 270 points. They're worth taking in small amounts, I would think, to neuter key enemy units, while also doing minor chip damage.

The Rot Launcher makes it easier to take down targets, reasonably reliably dropping Toughness by 1 on targets up to T5. T6 or higher targets will, oftentimes, require a second Rot Launcher to guarantee the Toughness debuff, but then again, the Rot Launcher can actually do reasonable damage.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
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